Mixed Votewar: Round 1, Battle 7 IG/Necrons vs SW/Chaos - Warhammer 40K Fantasy
 

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  1. #1
    Son of LO LordLink's Avatar
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    228 (x8)

    Mixed Votewar: Round 1, Battle 7 IG/Necrons vs SW/Chaos

    Mission: Gamma Take and Hold

    Special Rules, infiltrate, deep-strike, victory points, dusk




    Imperial Guard and Necrons

    Doctrines:
    Drop troops; veterans; close order drill

    HQ:
    Junior officer
    Storm bolter
    4x Meltagun

    Anti-tank support squad
    3x Missile launcher

    Anti-tank support squad
    3x Missile launcher

    Necron lord
    Res orb; veil of darkness

    Elites:
    8x Veterans
    3x Plasmagun

    8x Veterans
    3x Plasmagun

    8x Immortals
    (Lord joins the immortals)

    Troops:
    10x necron warriors

    10x necron warriors

    10x necron warriors

    Heavy Support:
    Leman russ
    Hull mounted heavy bolter; sponson heavy bolters; extra armor
    160

    Leman russ
    Hull mounted heavy bolter; sponson heavy bolters; extra armor
    160


    Phase out: 10 models

    Command squad deepstrikes in unless it would be more favorable to start on the board.



    Space Wolves and Thousand Sons

    HQ
    Lord of Change

    Elites
    Wolf Guard with lightning claws and wolf pelt

    Troops

    4 rubric marines
    aspiring champion with daemonic chains
    Rhino with extra armor, smoke launchers

    8 rubric marines
    aspiring champion with bolt of change, thrall, bolt pistol, powerfist, talisman of tzeentch
    Rhino with extra armor and smoke launchers

    10 Bloodclaws with 2 powerswords, flamer
    Rhino with extra armor and smoke launchers

    9 Bloodclaws with 2 powerswords, flamer
    attached wolf guard
    Rhino with extra armor and smoke launchers

    6 Gray Hunters with true grit, meltagun, powersword, powerfist
    Drop Pod

    6 Gray Hunters with true grit, meltagun, powersword, powerfist
    Drop Pod

    Fast Attack

    Land Speeder Tornado
    multimelta, heavy flamer

    Land Speeder Tornado
    multimelta, heavy flamer

    Land Speeder Tornado
    multimelta, heavy flamer

    Last edited by LordLink; June 21st, 2007 at 08:05.
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  3. #2
    Son of LO LordLink's Avatar
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    228 (x8)

    Wolves/Chaos

    Due to the Wolves speed I think they can get into cc fairly easily. Despite gauss. Once in cc with some necrons it shouldn't be to hard to phase them out.

    The Rubrics can ponder forwards and try and hold the middle against guard shooting. Dusk should help here.

    Basically I see the speeders killing off a fair few guardsmen before dying horribly, the rubrics holding the centre whilst the space wolves force the enemy to stay back as they rampage through cc. Lord of Change should help a lot here.

    All that fast melta weaponry and bolts of change should do something to the leman russ. They only have to be shaken after all to allow the wolves to get into cc easier.
    Check out my Codex: Farmyard Animals here!

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  4. #3
    Member spictacular's Avatar
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    6 (x1)

    Thousand Sons/Space Wolves

    With dusk and smoke launchers on the Rhinos, I can see the Bloodclaws getting into combat without suffering many casualties. It would just be a matter of time before they finished off all the Necrons.

    Drop Pods landing next to Leman Russes, tanks might get off two shots apiece, before they headed for the big motorpool in the sky.

    If the terrain is there, the Land Speeders may survive, and could take a Russ or some Guardsmen with them.

    The Marines will likely survive unscathed, and more importantly holding the objective.

    Thousand Sons/Space Wolves-Solid Victory

  5. #4
    Staying out of trouble KOS-MOS's Avatar
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    101 (x4)

    Space Wolves and Thousand Sons

    lol at whoever put Space Wolves and Thousand Sons in the same army:w00t:
    You should really only have 5 men in a veteran squad that you know your going to lose the second the enemys turn comes around. Take and hold always favors the close combat type armys as they are the ones that can hold the ground as the shooty guys just cant push them off it. The lemans with be a problem but you need to taker out the Rhinos before you can get to the marines inside and by that time they should be right on the objective of at least a turn away. Drop podders will take them out anyway.
    "Hey sarge, this lasgun is heavy. I wish we had something lighter."

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  6. #5
    It's a Trap! Warrior47's Avatar
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    168 (x5)

    SW/Chaos

    The necrons are absolutely no threat here in my opinion. With those blood claws in rhinos, they are getting 8 power weapon attacks on the charge. I think they can whipe out a squad of necrons in a charge or the next turn or so and then they're all gone. The powerfist grey hunters will be able to help some also in the assault and against the tanks. The landspeeders will be able to kill the russes quickly. The necron guard just don't have the longevity to hold up to the cc power of the wolves and still take on the chaos.


    Quote Originally Posted by The Paint Monkey
    I can't offer anything new here but I just laughed my arse off that LO has an Irish accent.

  7. #6
    Senior Member lastspartacus's Avatar
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    another thing to consider is against gauss weaponry, a rhino is as well defended as a landraider.
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  8. #7
    0!=1jumpin'punch'swing jONESIE's Avatar
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    103 (x3)

    SW/Chaos

    Yep... Chaos/SW.

    The Necron have no escape mechanism, the Guard can't hold up in assault, armour will be used as terrain.

    SW/Chaos merely needs droppod/ rush, and hope to hit stuff. Tying up the Necrons first would be the way to go, as we all know about that horrible 'break and shoot' tactic..

    I'd simply have to say SW.Chaos.
    Quote Originally Posted by Jaffar_Hasad
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  9. #8
    LO Zealot Ironangel256's Avatar
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    291 (x6)

    Chaos and SW wins here.
    IRON WITHIN, IRON WITHOUT!

    I survived LO Chat thanks to: Karmoon, Rabbit, Process, Tossy and Meish.

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